Roper

Large / monstrosity / Neutral Evil / CR 5

Armor Class20
Hit Points93 (11d10 + 33)
Speed10 ft, climb 10 ft
Challenge5
Proficiency+3
STR18+4
DEX8-1
CON17+3
INT7-2
WIS16+3
CHA6-2
Skills

Perception +6, Stealth +5

Senses

Darkvision 60 ft

Traits

False Appearance

While the Roper remains motionless, it is indistinguishable from a normal cave formation, such as a stalagmite.

Grasping Tendrils

Special

The Roper can have up to six tendrils at a time. Each tendril can be attacked (AC 20; 10 hit points; immunity to poison and psychic damage). Destroying a tendril deals no damage to the Roper, which can extrude a replacement tendril on its next turn. A tendril can also be broken if a creature takes an action and succeeds on a check against it.

Spider Climb

The Roper can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Actions

Bite

Action

+7 to hit, range 5 ft. Hit: 22 (4d8 + 4) piercing damage.

Tendril

Action

+7 to hit, range 50 ft. Hit: The target is grappled (escape DC 15). Until the grapple ends, the target is restrained and has disadvantage on Strength checks and Strength saving throws , and the Roper can't use the same on another target.

Reel

Action

The Roper pulls each creature grappled by it up to 25 feet straight toward it.

Multiattack

Action

The Roper makes four attacks with its tendrils, uses reel, and makes one attack with its bite.